Masteries

Offense:
21

Defense:
9

Utility:
0

Threats to Yasuo with this build

Most TF would use w (stun) q quickly in a combo if you can block that with your wind wall he has no chance

4

Blitzcrank

He can be trouble when your wind wall is on CD otherwise he is fair game

8

Nasus

Nasus is a dangerous force to fight during his r, especially if he is stacked and has his w off CD

8

Zed

His Shadow is stopped By your Wind wall, but it is still able to throw Razor Shuriken at you. His ultimate Death Mark can be used to dodge your Gathering Wind ability (Third Proc of steel tempest), also resulting in death nearly every time.

10

Pantheon

The very definition of Anti Yasuo. Do not engage or go anywhere near him unless he has recently used his stun and his shield were just put down

Stacks hurt, E Hurts, R Hurts, W Hurts Even More. A Nasus (Susan) with stacks does massive damage to Yasuo, usually taking mainly armor in his build you cant do much until you use last breath, stacks really start to take a toll on Yasuo once they reach 300+. Nasus R makes him Stronger than nearly every single champ in the game when activated, dealing substantial dps and giving him bonus ad. E The initial impact + the dps + wide range makes it really hard to dodged. Nasus W is when he smashes Yasuo the most, this annoying as hell ability increases Yasuo q cd ever more every second while also reducing his flow regeneration, know the fun part? He can perma this ability with 40% cdr. Just avoid fighting Nasus alone unless you clearly have the advantage

Pros / Cons

- Useless without items- Escaping relies on units- Hard to master- Magic Resistance doesn't scale- Weak early game- Squishy without proper runes- Easily killed with the right use of cc- No built in sustain-

Masteries

Redemption At Hand

Masteries

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OFFENSE TREE

Tier 1: Double-Edged Sword is simple, you deal more damage, but take a little bit more. It has more benefits for melee champions so you definitely want to pick this up. Fury is much more useful than Sorcery , your Sweeping Blade has minimal AP scaling, doesn't need cooldown and your Steel Tempest only scales with your attack speed and AD.

Tier 4: Then Warlord gives you just a little bit more AD, I highly suggest taking Dangerous Game even though it gives mana, it's still an extremely efficient mastery.

Tier 5: Frenzy really suits Yasuo. You will have over 100% crit chance anyway so you're going to get 15% bonus attack speed at every fight. This will scale with your Steel Tempest's cooldown. Devastating Strikes 's magic penetration is not going to waste, don't forget that your Sweeping Blade and Statikk Shiv deal magic damage! The armor penetration is of course good, as you still mainly deal physical damage.

Tier 6: A lot of people say that Havoc is bad and the bonus damage you get is so insignificant that it's not worth it. If you crit 1000 DMG, it's going to be a pretty decent bonus, especially with a fully stacked Sword of the Occult and The Warlord mastery.-

DEFENSE TREE

Tier 1: Block reduces basic attack damage by 2 and Recovery gives 2hp per 5 seconds, sounds like nothing but it's there, making the difference over time. Pick these over Enchanted Armor because the build doesn't include much armor nor magic resistance.

Wind By My Side

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OFFENSE TREE

Tier 1: Double-Edged Sword is simple, you deal more damage, but take a little bit more. It has more benefits for melee champions so you definitely want to pick this up. Fury is much more useful than Sorcery , your Sweeping Blade has minimal AP scaling, doesn't need cooldown and your Steel Tempest only scales with your attack speed and AD.

Tier 4: Warlord gives you just a little bit more AD, added with the rank 1 dragon but gives an 11% ad increase, I highly suggest taking Dangerous Game even though it gives mana, it's still an extremely efficient mastery, allowing you to pull off those amazing plays.

Tier 6: A lot of people say that Havoc is bad and the bonus damage you get is so insignificant that it's not worth it. If you crit 1000 DMG, it's going to be a pretty decent bonus, especially with a fully stacked Sword of the Occult, dragon buff and The Warlord mastery.-

DEFENSE TREE

Tier 1: Block reduces basic attack damage by 2 and Recovery gives 2hp per 5 seconds, sounds like nothing but it's there, making the difference over time. Pick these or Enchanted Armor because the build contains a reasonable amount of armor and magic resistance.

Runes

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Runes

Greater Mark of Lethality9

Greater Seal of Armor9

Greater Glyph of Scaling Magic Resist9

Greater Quintessence of Life Steal3

• Greater Mark of Armor Penetration: There's nothing really special about this one, it just synergizes so well with Yasuo, that's obvious right?. Yes. More Pen is always nice to have, because how over much pen you have over their armor you do that much % more damage. This can also be swapped with Greater Mark of Physical Damage giving a pretty decent boost to early damage, but also sacrificing that decent armor pen that really effect people early removing practically 90% base starting armor.

Skill Sequence

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Abilities

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This Summoner spell is extremely good early being able to secure your stacks if they try to flee low health and you cant quite get close enough to kill them physically, this item is also good to use in the midst of a battle on opponents such as Warwick whom has massive sustain and are sometimes quite hard to kill without grievous wounds. Heal and Exhaust are also other acceptations as you can get the upper hand in battle with a decent health boost and speed boost or with a slow, attack speed reduction, armor and magic resist reduction and 40% damage mitigation

This is a extremely versatile tool, able to jump walls or use as a useful gap closer, this is great on Yasuo as it also regenerates Flow on use

Yasuo's passive Resolve is an extremely powerful laning tool, mitigating large amount od damage on that first hit, and seeing as most people when they poke use their strongest basic ability you get more out of it. Its also great for plays, say your running away with only 70 health and you know if you even try and stop in that bush you going to die, but with this shield you can make good plays by taking away their initial damage allowing you to get health back while murdering them, so therefore escaping with more health than you started. Intent is also another part of Yasuo's passive doubling your critical strike at the cost of some damage. This allows for large amounts of damage and good wave clear early in the game.

This is Yasuo's only skill shot and only self applied CC, It does extremely large amounts of on hit damage. This ability can be used multiple times in quick succession. Once Yasuo has successfully landed Steel Tempest 2 times within 10 seconds he gains the ability to cast a long range whirlwind (1150) knocking up any enemies hit. This can also be used in a circular motion (375 base/400 Whirlwind) knocking up enemies within the set diameter. Although you must remember this ability has a 25% damage reduction on crits making your aa damage higher late game, but remember Steel Tempest is much more versatile than an auto attack.

This is a useful but high CD skill. This ability can be used to make some of the best available plays in the game, Being able to block any projectile that hits it. This ability makes marksmen champions useless if they are on the other side of the wall to yasuo, It also blocks most spells and AA from mages as well.

This ability is the bulk of Yasuo's mobility. Allowing him to weave through minions avoiding enemy skill shots and making him hard to lockdown with target abilities. This also gets stronger the more frequent Yasuo uses it. This ability becomes more fluent and easier to use the higher rank it is. Sweeping Blade is also Yasuo's gap closer, there is no real restriction to this abilities potential other than the fact Yasuo cannot cast it multiple times on the same target in quick succession as is has a CD on applies to the target much like Udyr's Bear Stance stopping Yasuo from dashing to that target for another 10/9/8/7/6 seconds.

Using Last Breath to engage or start team fights can be extremely rewarding as Yasuo practically gains 50% extra damage to all units. Using Last Breath in team fights can really mess then up for the enemy team, 60% of the time team fights will be won this way, but a safer and more rewarding way of winning this is having a Malphite use Unstoppable Force or a Braum's Glacial Fissure then Yasuo using his Last Breath ability and finally having a Hecarim] use his ultimate Onslaught of Shadows as Yasuo brings his ultimate to an end. This has a 90% chance of destroying an enemy team for an ACE. Ill explain why this strategy is so effective. Malphite's/ Braum's Large AOE knock up does sufficient damage on its own, but added to the suppress of Last Breath this ability alone is usually enough to bring a team to its knees. But when stacked with a reasonably long fear on the end, there is no hope of survival; no matter how tanky they are.

Abilities: Tips And Tricks

Way of The Wanderer:

Intent: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on Steel Tempest).

Resolve:At maximum Flow, the next instance of damage coming from a champion or monster against Yasuo will first convert his Flow into an absorption shield. After 1 second, if not already depleted, the shield dissipates and Yasuo loses all his Flow

Tips & Tricks
• Buying early crit chance is good because it is doubled
• Try to stack your flow from resolve before poking the actually enemy champion to reduce the damage taken dramatically
• The higher Yasuo move speed and crit chance the more Yasuo gets from Way of the Wanderer
• Yasuo can have up to 3 full shields within 5 seconds of the first. This can be accomplished by holding the baron buff, having enhanced recall mastery and having a knock up upon back. Yasuo much charge a shield lose it back and then use Last Breath. This can efficiently give Yasuo 1410 bonus health in a 5 second periodSteel Tempest: Yasuo strikes forward with his sword, dealing 20/40/60/80/100 (+100% AD) physical damage to all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for 10 seconds upon reaching 2 stacks of gathering storm Yasuo may cast his whirlwind ability.

Tips & Tricks
• Steel Tempest has its attack speed cap at 66%
• Yasuo's weakest state is when he has used his whirlwind as he cannot apply his CC for another 4 seconds minimum
• Try to use Steel Tempest right after an AA. This will not reset Yasuo's AA but will get the most damage out faster.
• Steel Tempest's knock up can really mess up ganks, try holding your Whirlwind for as long as you can.
• Using Steel Tempest mid Sweeping Blade will proc Yasuo's Spin a little earlier resulting in less chance of a complete miss as compared to using as you finish, where there is sometimes a wide gap left and the target does not get hurt
• Using the E Q combo while able to cast Whirlwind will make an imitation of Malphite's Unstoppable Force also boosting the circular range to 400 from the base 375
• The circle you get around you when you have two stacks of Gathering Storm is the range indicator of your whirlwind and the range you'd want to be in to be able to use your Last Breath abilityWind Wall: Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of tower hits.

Tips & Tricks
• Using Wind Wall in the jungle's narrow paths can mess up a lot of skill shots
• When going 1v1 against a marksman, use the Wind Wall between him and you, and when the enemy marksman moves him/herself through the Wind Wall to get some hits on you, use Sweeping Blade through him to rotate yourself to the other side again.
• If a fight is happening near minions, try to Sweeping Blade trough enemies and those minions as much as possible to generate more flow and to juke more skillshots
• Wind Wall can't block abilities such as Lux's Final Spark or Xerath's Arcanopulse but can block abilities such as Braum's Glacial Fissure.Sweeping Blade:
Yasuo dashes 475-units in the direction of the target enemy, dealing 70 / 90 / 110 / 130 / 150 (+ 60% AP) magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked

Tips & Tricks
• You cannot dash into an enemy that has a mark, the circle around the enemy indicates how long the timer is. The more points you put into this ability, the faster the mark dissipates.
• Use Sweeping Blade to catch up to an enemy.
• Use an AA and Sweeping Blade right after it to maximize the trading potential
• When giving chase use [sweeping blade]] through the enemy minions to catch up
• Using the E Q E combo is effective and extremely annoying to you opposing laner
• Using Steel Tempest then Sweeping Blade quickly on the same target does a very substantial amount of damage
• AA an enemy Q then E is a very efficient way of applying large amounts of damage early game in a short period of time

Last Breath: Yasuo blinks to the nearest visible Airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for an additional 1 second. Once he lands, Yasuo deals 200 / 300 / 400 (+ 150% bonus AD) physical damage to all nearby units and gains 50% penetration to bonus armor for 15 seconds (this affects armor from items, buffs, runes and masteries). Casting Last Breath will reset the chain on Steel Tempest.

Tips & Tricks
• Use it at the start of a fight to maximize your bonus armor penetration
• Combo Last Breath with large AOE knock-up abilities such Malphite's Unstoppable Force and Wukong's Cyclone
• No need to save your Last Breath for the "big fight". The cool down will drop down to around 25 seconds at Rank 3.
• When an enemy is knocked up, they are going stay there for a while... No need to rush and spam Last Breath to get the suppress as soon as possible, try to wait as long as you can for as many enemies to be knocked up as you can before activating Last Breath.
• If you are really comfortable about your positioning and the possibility that you can hit your whirlwind. Use it after Malphite's Unstoppable Force or Blitzcrank's Power Fist and basically get a double knock up before your Last Breath suppress!
• If you do not have a Whirlwind available try to get a quick Steel Tempest in before activating Last Breath

Laning

Yasuo dominated nearly every lane match up due to his ability to quickly farm while also doing a decent amount of poke damage to his opponent. Yasuo is extremely versatile in lane. Poking for large amounts or damage is really simple, after using Sweeping Blade twice dash to the opposing champion and activate Steel Tempest causing the opposing champion to take 50% increased dash damage and by using the spin version of Steel Tempest Yasuo does not attract minion agro, but if Yasuo is to close to the target champion he will dash out of range for the spinning attack to hit and there fore must wait a split second and activate Steel Tempest just after the dash ends. Yasuo can last his effectively in multiple different ways, some that I use are q to make sure you will absolutely get it, e to get multiple in different areas, q to kill the lines the minions form when attacking, by walking to the end of the minion line and activating Steel Tempest Yasuo can hit all 3 minions.

Conclusion

Yasuo is an extremely mobile champion with high damage output and decent defense. Yasuo excels in quickly removing squishy opposition. He gains large power spikes after buying small even minimal attack speed and critical strike. Yasuo excels in teamfights,either making or breaking them depending on how/if Yasuo activates his ultimate Last Breath. But one, maybe even the most important, this is no substitute for actual experience.